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Post your screenshots! WIP thread

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Forums > Maps and Mods

21 Sep 16, 06:11
By DiscoStu
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Member
Oh yeah that mod. I played it exactly once.
21 Sep 16, 15:45
By JeffMOD
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Call 141.12
Quote:
Don't worry about the repetitive textures, I'm going for the method used in the first DOOM games.

Psuedo-3D?
Hidden areas marked with discoloured sections?
No Filtering?
Sector-based lighting?

There were a lot of methods used in those two, you're gonna have to be more specific.
22 Sep 16, 20:23
By Admer456
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Member
@JeffMOD

Pseudo-3D? I'm not sure what that is, but I guess it's the 2.5D feature of DOOM, because it was essentially 2.5D, but rendered as 3D.

There will be hidden areas if I make them fit into the map (and probably I will, such as a mini-cinema).

No filtering? Maybe if you turn on Software mode.

Sector-based lighting? Heh, GoldSource doesn't probably support that natively, however I could convert each "sector" to a func_wall, and then control their minimum light level. But no.

What I really meant by the mentioned method, was actually this: "every floor; different wall texture".

It implies that for every new floor/sector, there has to be a different wall or floor texture for each floor.
24 Sep 16, 19:37
By Admer456
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Member
Anyways, here are some more photos, now in-game:







The map is now in beta, a week after I began working on it.
24 Sep 16, 21:43
By Archie
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So say we all
Can't make out a thing in that first shot. 640 x 480??? Really?

The road is cool, but it's barely wide enough for one lane, let alone two.
25 Sep 16, 03:12
By DiscoStu
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Member
It's 800x600 tongue - :P But still too dark

A standard lane is 3m wide. Except in the US where it's more like 4m. At ~40 units per metre, each lane would be between 120 and 160 units depending on whether you want International or American size.

[Edit] Joke's on us. IT'S A BICYCLE PATH!
25 Sep 16, 16:45
By Archie
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So say we all
Definitely 640x480.
25 Sep 16, 19:07
By Loulimi
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Member
Quote:
A standard lane is 3m wide. Except in the US where it's more like 4m. At ~40 units per metre, each lane would be between 120 and 160 units depending on whether you want International or American size.

By the way, have you heard of this FAN-TAS-TICtool allowing you to convert meters to hammer units? surprised - :o
More seriously, it might have to be larger than that. I'm saying that because Inoticed that if you strictly apply the correct dimensions to Half-Life maps, they look vertically squeezed! Vertical dimensions look correct, but horizontal don't. You even can't go through a lot of doors! I think everything in the Half-Life engine is larger than in reality (doors, characters), so you'd better use another conversion factor for horizontal dimensions, may be 50 units for 1 meter?
25 Sep 16, 20:42
By Shepard62700FR
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Member
Half-Maths: Dimensions ^^

@Loulimi : I think it also depends on the camera and rendering stuff for the horizontal line thingy.
25 Sep 16, 21:47
By Admer456
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Member
As much as I remember it was 800x600. That stupid *bangs head into wall*, integrated *bangs again*, Intel *breaks skull*, frickin' GMA... the lagggg!!!
And now I'm dead for hitting the wall with my head.

And don't worry, I already made the roads wider, before anyone told me.
Also, my settings are different, I have a bit more gamma and contrast (the sliders in the Video tab). Therefore, I'll use my phone's screen to see what you see.
25 Sep 16, 23:46
By Alberto309
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GTX 660 Ti OC
Testing some reflective floor using a combination of brushes and a model with its texture set to "Chrome" and "Additive".


Any thoughts or suggestions?
26 Sep 16, 00:30
By DiscoStu
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Member
Yes, here's a suggestion: If you want it reflective, try making it reflective.
tongue - :P
26 Sep 16, 03:08
By Alberto309
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GTX 660 Ti OC
Are you saying this because you can't see any fake reflection, or are you simply implying to add specular and normal maps to HL? frown - :|

You can't really see the full effect since you'd need to move around the model when the "chrome" effect is applied to it. Those bright parts on the tiles is the fake specular effect, by the way.

EDIT: This should explain better.
26 Sep 16, 07:11
By DiscoStu
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Member
That looks lovely!
26 Sep 16, 18:15
By Alberto309
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GTX 660 Ti OC
Thank you SugarMan. :3

Any *real* suggestions now? tongue - :P
About toning down the specularity effect strenght, I'm working on it btw.
26 Sep 16, 18:49
By Admer456
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Member
@Alberto309

This could be used for fake water, or even simulating mercury (the liquid metal).

However, in its current state, the tiles seem to be reflecting clouds.

In my opinion, you could maybe trigger an env_render entity, to set the Render FX to something like 50, which would certainly lessen the effect.
27 Sep 16, 02:13
By Strider
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Sigh.
I tried this once for some glass and metal trims. It looked great until I shined the flashlight on them and the reflection became unusually bright. Have you found a way around that?
27 Sep 16, 09:16
By Shepard62700FR
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Member
A friendly advice: faking reflective surfaces/mirrors/specular is bad, winners uses true reflective surfaces/mirrors/specular ^^

The flashlight will kill everything ^^
27 Sep 16, 09:27
By Alberto309
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GTX 660 Ti OC
Quote:
This could be used for fake water

Tried that 2 years ago already. Didn't work that well since the model needs to be animated to give the needed effect (I don't know how to animate).

Quote:
you could maybe trigger an env_render entity

Good catch! Will try that soon. wink-wink - ;)

Quote:
the reflection became unusually bright. Have you found a way around that?

Since Half-Life models have a single point-light origin, if you point the flashlight on it, it will be brighter. To avoid that just move the model away from the origin (in a modeling software) and let it be lit by a light entity placed on a place that the player can't reach (like a hollowed brush outside the map with a light in it). That way you can decide which light color and brightness amount you want your model to have without being affected by any sort of light, either dynamic or not.
Also, don't worry about the model's size, because the thing that really matters is the actual origin, so you don't need a big space to put it in. You can simply make a hollowed brush a bit bigger than a light entity and you'd do the trick.

Quote:
winners uses true reflective surfaces/mirrors/specular

This is literally not possible as that would mean I'd need to make a mod and release a map for it since vanilla Goldsource doesn't support that stuff.
Also, it's bad only if you fail in your intent. I will not.
27 Sep 16, 10:30
By SourceSkyBoxer
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Member
Yeah @Loulimi unit 40 = ca 1 metre long.

@Alberto, yeah you use Trinity renderer? Or metahook with valve or Sohl 1.9.1?

If you use metahook than you can get normal map textures in resources/tga/ than metahook -game valve -steam -dev -console +map youmap.bsp

It looks like reflection of brick or floor
27 Sep 16, 15:34
By Alberto309
avatar
GTX 660 Ti OC
I only use vanilla Goldsource. Standard Half-Life copy on Steam.

My goal is to achieve a nice effect on the vanilla engine.
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